- Abe's peaceful retirement was shattered when visited by a vision from the Mudokon Spirit Guides. Abe learned the Magog Cartel was mining Necrum, the sacred Mudokon city of the dead, to collect s to make super-addictive SoulStorm Brew..
- After freeing the Mudokon spirits imprisoned in the Mudanchee and Mudomo Vaults, Abe gained y powers from the Spirit Guides, including the ability to heal his Mudokon friends of Soul-Storm addiction, and the power to turn invisible. Infiltrating the transportation hub of FeeCo Depot, and using explosive farts to survive adventures at the Slig Barracks and werks, Abe broke into SoulStorm Brewery..
- There Abe learned the truth behind the secret ingredient of SoulStorm Brew . . . just before blasting the place to atoms with the combined power of the sobered-up Mudokon he'd rescued. Then Abe joined his brew-addled pals at Alf's Rehab & Tea to take the cure - the journey of a lifetime starts with one step. Or is it twelve?.
Product description
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Includes game disc or discs, manual and original case.
Game disc is in great condition. If there are any scratches they
are only minor and have no effect on game play. All of our games
are fully tested prior to being placed in our inventory.
Review
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If you haven't played a lot of Oddworld Inhabitant's
first game, Oddworld: Abe's Oddysee, the transition from the
original title to the next game in the line, Oddworld: Abe's
Exoddus, may at first appear subtler than it actually is. Yet
even though the Exoddus gameplay is essentially more of the same,
it's more of a good thing, and the modifications are excellent.
We've gone through the whole "Exoddus is not a sequel but rather
an offshoot of the first game" rigmarole about 50 times by now.
So, just know that Abe, the absinthe-skinned main character known
as a Mudokon in the first game, is back in this title and is
still trying to foil the plans of The Man, or the Glukkons for
the sake of Oddworld Inhabitant's well-spun fiction.
The storyline is layers deep, but perhaps the most noteworthy
feature of the Oddworld games is the gamespeak function. While
some people may have a tough time conceptualizing how to get
through an entire game without a weapon, those who've played
Oddysee know that you bank on your ability to communicate, rather
than terminate. And the old "shoot first; ask questions later"
doesn't get you anywhere in Exoddus either. In addition to the
reappearance of the somewhat simple roster of commands you had in
the first gam - Hello, Follow Me, Work, etc. - your duty is now
more complicated, as the Mudokons (that's your race) get angry,
crazy, blitzed on Soulstorm Brew (a wicked but addictive
concoction of Mudokon tears and s), and so forth, and you've
got to talk them down frequently and systematically with the use
of a whole handful of new commands. Naturally, as a friendly fart
can't always solve more advanced communications conundrums, the
developers have now given you the ability to apologize, slap
unruly Mudokons into submission, and lead the blind.
Along the same premise as the first game, the Mudokons you're
trying to rescue in Exoddus are much more complex than the
original assembly. Besides the occasional drunk, blind, or just
generally resistant creature, they all emote like mood rings,
showing red skin when angry and an off-color greenish yellow and
pale tone when . You have to find healing rings from Shaman
Mudokons and apologize and shoulder-pat to make angry ones happy
again so they'll follow you to safety. And blind Mudokons have a
tendency to walk into drills and off of ledges if you don't guide
them properly with verbal cues. On a positive note, you can use
their blindness to your benefit. For example, if a blind Mudokon
is on the level below you, notably the one with the lever you
need to pull but can't get to, you can stand on the side of the
screen you want the blind guy to walk toward, prompt him to
follow you, and then tell him to "work" in order to turn the
crank or pull the lever that allows you access to another level.
Another excellent function is being able to guide more than one
Mudokon at a time. In the first game, you had to rescue one
Mudokon, then come back and get the other one. In Exoddus, you
have an "All o' ya" command that captures the attention of anyone
present. At points, you'll have a gaggle trailing behind you -
sneaking, running, or jumping into the bird teleporters.
But perhaps even better than the hammed-up gamespeak is the fact
that the developers fixed what could easily be called the number
one problem with the first game: the inability to save the game
wherever you wanted. Not only was Abe's Oddysee a tough game, you
spent a lot of time redoing what you'd done because of the need
to learn the hard way. Many of the puzzles in the original
required some testing before you made it through, and when you
have to go all the way back to the beginning of the path each
time you fail, it's hard to stay inspired to push forward. In
Exoddus, you have an incredibly welcomed quick-save option that
allows you to quickly save your progress, anywhere in the game as
many times as you want. And when you're ready to quit playing,
you simply save to the memory card instead of a quick save, and
you're set. This introduces an interesting dilemma, as the quick
save certainly makes Exoddus seem easier, in a sense, but the
game itself is actually even more difficult than the first one -
it's just that now you finally have hope. And just when you think
hope's lost, something wonderful like an invisibility power-up
appears when you free Mudokon spirits.
Graphically, Abe's Exoddus is the same 2D visual wonder, much
like the original or, moreover, Interplay's Heart of Darkness.
Yet the graphics seem much more brilliant, as there are more
environments with greater diversity in design. And the cutscenes
are not only gorgeous, they're entertaining and (can I say it?)
funny. No, really. Besides that, the game is quite large, and the
environments are expansive. You'll have to rescue the spirits of
Mudokons past; battle the typical, yet enhanced cast of Sligs,
Scrabs, and the excruciatingly annoying Fleeches (long live the
quick save), among others; as well as roll through the mines in
mine carts and such. And sound-wise, you really can't get much
better without being downright distracting. The voices of all the
characters are incredible, and the effects, from getting blown up
by a mine to the echoey sound of falling to your death, really
can't be beat.
Abe's Exoddus also has a two-player mode. While the Exoddus
mainstay is clearly the single-player game, the two-player co-op
mode does have charm, as you and another player take turns
working your way through. When you die, your partner picks up
where you left off and so forth. A bit of advice? Pick a crummy
partner, and you might have some fun with this. Otherwise, the
waiting game just doesn't parallel the egocentric fun of keeping
this title to yourself. In all, Abe's Exoddus is a great example
of how a game can stay true to its conceptual pursuit while still
improving upon the original, all while keeping its soul intact.
If you loved the first one, you'll like this game more. If you
didn't play the first one, you can start here. If you hated the
first one, it's likely because of the lack of save points, so you
should definitely consider giving this series another try.
--Lauren Fielder
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